Cinemachine can't sync when animation being created or edited
Hi, i just bought this asset and i have a problem.
When i update my model's head position in pose editor my cinemachine camera can't track it.
Is there any solution for this?
I guess GameObject HideFlags causing this problem.
Here's a screenshot

My cinemachine position composer should be tracking CameraFollowStandart transform. but it's not in pose editor.
Hi Recep,
thank you very much for your support request.
UMotion is working on a clone of your character while it's assigned to the pose editor (and hides the original). This allows UMotion to have a non-destructive editing session on your character.
As you mentioned, this might interfere with how Cinemachine detects the transform to follow.
What you would need to do is check exactly how the transform detection mechanism works and then probably use UMotion's API or the UMotion callback mechanism to make it work again even while the character is cloned. Maybe Cinemachine has a method you can call to provide it the transform to follow. Then you could simply add a button to UMotion that passes that transform of your cloned character to cinemachine.
Best regards,
Peter
No me deja mover los frames en la linea de tiempo / It won't let me move the frames on the timeline. Ayuda :c
It won't let me modify the timeline or move the dramas I already had made, and if I add new ones, it won't let me do that either.
Unity crashes when attempting to connect a model to the Pose Editor.
When adjusting IK or clicking clear in Pose Editor, Unity 6.3 crashes.
Crashes usually mean a problem in native code. UMotion uses no native code so it might have just triggerd a bug that's within Unity's native code. Anyways, as this problem is fixed I remark it as solved. Please come back in case you have this issue again.
Best regards,
Peter
Why is Progressive Quaternion Interpolation the default?
Why is Progressive Quaternion Interpolation the default?
I noticed all rotation curves are automatically set this mode at the beginning of all my projects.
I really hate this mode and don't understand why it is the default. The shortest path interpolation creates sharp directional changes at every keyframe and does not create smooth arcs.
Also, when I want to switch to euler angles, I have to do it for every single property one by one? There needs to be a way to switch all rotation to a different mode with one click.
Similarly, when I want to move the timing of keys in the dope sheet, say for the arm, I have to move the keys one by one for every property in the arm. It would be nice to have a filter in the property list to filter only the properties of currently-selected controllers, or by body parts.
Rotating Root Motion
I'm using a humanoid rig and a imported third party animation. The root motion is the pelvis but I am running into trying to change the whole animation by rotating it on the localRotation.y axis. I checked the rig and it is set properly. I'm just trying to edit the root so that it can be rotated properly.

Not able to animate only one arm / leg at the time - it keeps rotating / moving both
As the tittle says - I'm not able to animate only one leg / arm etc at the time, it keeps moving the corresponding one on the other side (followed the quick start video, using IK with paid version)
Any ideas what might be wrong?
Thanks for any help in advance
Not able to see or select IK handles. I tried changing size etc but of no use directly using the Hand IK position
Cannot see IK handle gizmos to be able to move hands and legs Have to use the hand IK position and hand IK rotation etc to manipulate them. I can see them in the demo scene though is there any setting which puts them off. I am using the pro version
rotate in pose mode
hi admin... why i cant rotate the wrist of the hand for my character,,,>? i see your tutorial, you can rotate the wrist of the robot... (Quick Start - UMotion Official Tutorials).. on 1:53/4:40

but on my foot of the character,,, i can rotate it... im confuse because i have follow all the steps.. please help me sir
Real-Time PlayMode Preview
Animation results often differ between Edit Mode and PlayMode due to factors like IK, layer blending, and lossy frames. Currently, assigning a rig in PlayMode instantly resets the skeleton to the animation's current frame before any scrubbing, which diminishes the utility of PlayMode editing for features that modify the final pose, like IK.
Would it be possible to allow users to edit the rig on a paused frame without the skeleton resetting? I am using a single frame animation which is applied and it would be handy to adjust the spine rotation in realtime and then export the result.
Is a similar feature already available, or is this too complex? Thank you for considering this enhancement.
Blendshapes
Hi, I need to add blendshapes from my rig into Umotion. But theres few problems.
1. How to repair this? I just clicked add blendshapes at start of Umotion Project it was ok until i clicked Configuration. I don't see any of blendshapes in Configuration tab.

2.Why this error stop me from EXITING/CLOSING Umotion Project???
3. I would add some limit to height of error windows :)

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